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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (qt-info@nokia.com)
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QDebug>
#include "private/qfxitem_p.h"
#include "qfxtransform.h"
#include <QtDeclarative/qmlinfo.h>
#include <math.h>
#ifndef M_PI
QT_BEGIN_NAMESPACE
#define M_PI 3.14159265358979323846
#endif
QML_DEFINE_NOCREATE_TYPE(QFxTransform);
/*!
\qmlclass Transform
\brief A transformation.
*/
QFxTransform::QFxTransform(QObject *parent) :
QObject(parent)
{
}
QFxTransform::~QFxTransform()
{
}
bool QFxTransform::isIdentity() const
{
return true;
}
QSimpleCanvas::Matrix QFxTransform::transform() const
{
return QSimpleCanvas::Matrix();
}
void QFxTransform::update()
{
QFxItem *item = qobject_cast<QFxItem *>(parent());
if (item)
item->updateTransform();
}
/*!
\qmlclass Axis
\brief An axis that can be used for rotation or translation.
*/
QML_DEFINE_TYPE(QFxAxis, Axis);
QFxAxis::QFxAxis(QObject *parent)
: QObject(parent), _startX(0), _startY(0), _endX(0), _endY(0), _endZ(0)
{
}
QFxAxis::~QFxAxis()
{
}
qreal QFxAxis::startX() const
{
return _startX;
}
void QFxAxis::setStartX(qreal x)
{
_startX = x;
emit updated();
}
qreal QFxAxis::startY() const
{
return _startY;
}
void QFxAxis::setStartY(qreal y)
{
_startY = y;
emit updated();
}
qreal QFxAxis::endX() const
{
return _endX;
}
void QFxAxis::setEndX(qreal x)
{
_endX = x;
emit updated();
}
qreal QFxAxis::endY() const
{
return _endY;
}
void QFxAxis::setEndY(qreal y)
{
_endY = y;
emit updated();
}
qreal QFxAxis::endZ() const
{
return _endZ;
}
void QFxAxis::setEndZ(qreal z)
{
_endZ = z;
emit updated();
}
/*!
\qmlclass AxisRotation
\brief The AxisRotation element provides a way to rotate an Item around an axis.
Here is an example of various rotations applied to an \l Image.
\code
<HorizontalLayout margin="10" spacing="10">
<Image src="qt.png"/>
<Image src="qt.png">
<transform>
<AxisRotation axis.startX="30" axis.endX="30" axis.endY="60" angle="18"/>
</transform>
</Image>
<Image src="qt.png">
<transform>
<AxisRotation axis.startX="30" axis.endX="30" axis.endY="60" angle="36"/>
</transform>
</Image>
<Image src="qt.png">
<transform>
<AxisRotation axis.startX="30" axis.endX="30" axis.endY="60" angle="54"/>
</transform>
</Image>
<Image src="qt.png">
<transform>
<AxisRotation axis.startX="30" axis.endX="30" axis.endY="60" angle="72"/>
</transform>
</Image>
</HorizontalLayout>
\endcode
\image axisrotation.png
*/
QML_DEFINE_TYPE(QFxRotation,AxisRotation);
QFxRotation::QFxRotation(QObject *parent)
: QFxTransform(parent), _angle(0), _distanceToPlane(1024.), _dirty(true)
{
connect(&_axis, SIGNAL(updated()), this, SLOT(update()));
}
QFxRotation::~QFxRotation()
{
}
/*!
\qmlproperty real AxisRotation::axis.startX
\qmlproperty real AxisRotation::axis.startY
\qmlproperty real AxisRotation::axis.endX
\qmlproperty real AxisRotation::axis.endY
\qmlproperty real AxisRotation::axis.endZ
A rotation axis is specified by 2 points in 3D space: a start point and
an end point. The z-position of the start point is assumed to be 0, and cannot
be changed.
*/
QFxAxis *QFxRotation::axis()
{
return &_axis;
}
/*!
\qmlproperty real AxisRotation::angle
The angle, in degrees, to rotate around the specified axis.
*/
qreal QFxRotation::angle() const
{
return _angle;
}
void QFxRotation::setAngle(qreal angle)
{
_angle = angle;
update();
}
bool QFxRotation::isIdentity() const
{
return (_angle == 0.) || (_axis.endZ() == 0. && _axis.endY() == _axis.startY() && _axis.endX() == _axis.startX());
}
#if defined(QFX_RENDER_QPAINTER)
const qreal inv_dist_to_plane = 1. / 1024.;
QTransform QFxRotation::transform() const
{
if (_dirty) {
_transform = QTransform();
if (!isIdentity()) {
if (angle() != 0.) {
QTransform rotTrans;
rotTrans.translate(-_axis.startX(), -_axis.startY());
QTransform rotTrans2;
rotTrans2.translate(_axis.startX(), _axis.startY());
qreal rad = angle() * 2. * M_PI / 360.;
qreal c = ::cos(rad);
qreal s = ::sin(rad);
qreal x = _axis.endX() - _axis.startX();
qreal y = _axis.endY() - _axis.startY();
qreal z = _axis.endZ();
qreal idtp = inv_dist_to_plane;
if (distanceToPlane() != 1024.)
idtp = 1. / distanceToPlane();
qreal len = x * x + y * y + z * z;
if (len != 1.) {
len = ::sqrt(len);
x /= len;
y /= len;
z /= len;
}
QTransform rot(x*x*(1-c)+c, x*y*(1-c)-z*s, x*z*(1-c)+y*s*idtp,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s*idtp,
0, 0, 1);
_transform *= rotTrans;
_transform *= rot;
_transform *= rotTrans2;
}
}
_dirty = false;
}
return _transform;
}
#elif defined(QFX_RENDER_OPENGL)
QMatrix4x4 QFxRotation::transform() const
{
if (_dirty) {
_dirty = false;
_transform = QMatrix4x4();
if (!isIdentity()) {
if (angle() != 0.) {
qreal x = _axis.endX() - _axis.startX();
qreal y = _axis.endY() - _axis.startY();
qreal z = _axis.endZ();
_transform.translate(_axis.startX(), _axis.startY(), 0);
_transform.rotate(angle(), x, y, z);
_transform.translate(-_axis.startX(), -_axis.startY(), 0);
}
}
}
return _transform;
}
#endif
/*!
\qmlproperty real AxisRotation::distanceToPlane
*/
qreal QFxRotation::distanceToPlane() const
{
return _distanceToPlane;
}
void QFxRotation::setDistanceToPlane(qreal d)
{
_distanceToPlane = d;
update();
}
void QFxRotation::update()
{
_dirty = true;
QFxItem *item = qobject_cast<QFxItem *>(parent());
if (item)
item->updateTransform();
}
/*!
\qmlclass AxisTranslation
\brief The AxisTranslation element provides a way to move an Item along an axis.
The following example translates the image to 10, 3.
\code
<Image src="logo.png">
<transform>
<AxisTranslation axis.startX="0" axis.startY="0" axis.endX="1" axis.endY=".3" distance="10"/>
</transform>
</Image>
\endcode
*/
QML_DEFINE_TYPE(QFxTranslation,AxisTranslation);
QFxTranslation::QFxTranslation(QObject *parent)
: QFxTransform(parent), _distance(0), _dirty(true)
{
connect(&_axis, SIGNAL(updated()), this, SLOT(update()));
}
QFxTranslation::~QFxTranslation()
{
}
/*!
\qmlproperty real AxisTranslation::axis.startX
\qmlproperty real AxisTranslation::axis.startY
\qmlproperty real AxisTranslation::axis.endX
\qmlproperty real AxisTranslation::axis.endY
\qmlproperty real AxisTranslation::axis.endZ
A translation axis is specified by 2 points in 3D space: a start point and
an end point. The z-position of the start point is assumed to be 0, and cannot
be changed. Changing the z-position of the end point is only valid when running
under OpenGL.
*/
QFxAxis *QFxTranslation::axis()
{
return &_axis;
}
/*!
\qmlproperty real AxisTranslation::distance
The distance to translate along the specified axis. distance is a multiplier;
in the example below, a distance of 1 would translate to 100, 50, while a distance
of 0.5 would translate to 50, 25.
\code
<AxisTranslation axis.startX="0" axis.startY="0" axis.endX="100" axis.endY="50"/>
\endcode
*/
qreal QFxTranslation::distance() const
{
return _distance;
}
void QFxTranslation::setDistance(qreal distance)
{
_distance = distance;
update();
}
bool QFxTranslation::isIdentity() const
{
return (_distance == 0.) || (_axis.endZ() == 0. && _axis.endY() == _axis.startY() && _axis.endX() == _axis.startX());
}
#if defined(QFX_RENDER_QPAINTER)
QTransform QFxTranslation::transform() const
{
if (_dirty) {
_transform = QTransform();
if (!isIdentity()) {
if (distance() != 0.) {
QTransform trans;
trans.translate((_axis.endX() - _axis.startX()) * distance(),
(_axis.endY() - _axis.startY()) * distance());
_transform *= trans;
}
}
_dirty = false;
}
return _transform;
}
#elif defined(QFX_RENDER_OPENGL)
QMatrix4x4 QFxRotation::transform() const
{
if (_dirty) {
_dirty = false;
_transform = QMatrix4x4();
if (!isIdentity()) {
if (distance() != 0.)
_transform.translate((_axis.endX() - _axis.startX()) * distance(),
(_axis.endY() - _axis.startY()) * distance(),
(_axis.endZ()) * distance());
}
}
return _transform;
}
#endif
void QFxTranslation::update()
{
_dirty = true;
#if !defined(QFX_RENDER_OPENGL)
if (_axis.endZ() != 0. && distance() != 0.) {
qmlInfo(this) << "QTransform cannot translate along Z-axis.";
}
#endif
QFxItem *item = qobject_cast<QFxItem *>(parent());
if (item)
item->updateTransform();
}
/*!
\qmlclass Perspective
\brief The Perspective element specifies a perspective transformation.
A Perspective transform only affects an item when running under OpenGL; when running under software
rasterization it has no effect.
*/
QML_DEFINE_TYPE(QFxPerspective,Perspective);
QFxPerspective::QFxPerspective(QObject *parent)
: QFxTransform(parent)
{
}
QFxPerspective::~QFxPerspective()
{
}
#if defined(QFX_RENDER_OPENGL)
bool QFxPerspective::isIdentity() const
{
return false;
}
QMatrix4x4 QFxPerspective::transform() const
{
QMatrix4x4 rv;
rv.translate(_x, _y);
rv.perspective(_angle, _aspect, 1, 1024 * 1024);
rv.translate(-_x, -_y, -1);
rv.scale(1, 1, 1. / _scale);
return rv;
}
#endif
/*!
\qmlproperty real Perspective::angle
*/
/*!
\qmlproperty real Perspective::aspect
*/
/*!
\qmlproperty real Perspective::x
*/
/*!
\qmlproperty real Perspective::y
*/
/*!
\qmlproperty real Perspective::scale
*/
/*!
\qmlclass Squish
\brief The Squish element allows you to distort an items appearance by 'squishing' it.
A Squish transform only affects an item when running under OpenGL; when running under software
rasterization it has no effect.
*/
QML_DEFINE_TYPE(QFxSquish,Squish);
QFxSquish::QFxSquish(QObject *parent)
: QFxTransform(parent)
{
}
QFxSquish::~QFxSquish()
{
}
/*!
\qmlproperty real Squish::x
*/
qreal QFxSquish::x() const
{
return p.x();
}
void QFxSquish::setX(qreal v)
{
p.setX(v);
update();
}
/*!
\qmlproperty real Squish::y
*/
qreal QFxSquish::y() const
{
return p.y();
}
void QFxSquish::setY(qreal v)
{
p.setY(v);
update();
}
/*!
\qmlproperty real Squish::width
*/
qreal QFxSquish::width() const
{
return s.width();
}
void QFxSquish::setWidth(qreal v)
{
s.setWidth(v);
update();
}
/*!
\qmlproperty real Squish::height
*/
qreal QFxSquish::height() const
{
return s.height();
}
void QFxSquish::setHeight(qreal v)
{
s.setHeight(v);
update();
}
/*!
\qmlproperty real Squish::topLeftX
\qmlproperty real Squish::topLeftY
*/
qreal QFxSquish::topLeft_x() const
{
return p1.x();
}
void QFxSquish::settopLeft_x(qreal v)
{
p1.setX(v);
update();
}
qreal QFxSquish::topLeft_y() const
{
return p1.y();
}
void QFxSquish::settopLeft_y(qreal v)
{
p1.setY(v);
update();
}
/*!
\qmlproperty real Squish::topRightX
\qmlproperty real Squish::topRightY
*/
qreal QFxSquish::topRight_x() const
{
return p2.x();
}
void QFxSquish::settopRight_x(qreal v)
{
p2.setX(v);
update();
}
qreal QFxSquish::topRight_y() const
{
return p2.y();
}
void QFxSquish::settopRight_y(qreal v)
{
p2.setY(v);
update();
}
/*!
\qmlproperty real Squish::bottomLeftX
\qmlproperty real Squish::bottomLeftY
*/
qreal QFxSquish::bottomLeft_x() const
{
return p3.x();
}
void QFxSquish::setbottomLeft_x(qreal v)
{
p3.setX(v);
update();
}
qreal QFxSquish::bottomLeft_y() const
{
return p3.y();
}
void QFxSquish::setbottomLeft_y(qreal v)
{
p3.setY(v);
update();
}
/*!
\qmlproperty real Squish::bottomRightX
\qmlproperty real Squish::bottomRightY
*/
qreal QFxSquish::bottomRight_x() const
{
return p4.x();
}
void QFxSquish::setbottomRight_x(qreal v)
{
p4.setX(v);
update();
}
qreal QFxSquish::bottomRight_y() const
{
return p4.y();
}
void QFxSquish::setbottomRight_y(qreal v)
{
p4.setY(v);
update();
}
void QFxSquish::update()
{
QFxItem *item = qobject_cast<QFxItem *>(parent());
if (item)
item->updateTransform();
}
#if defined(QFX_RENDER_OPENGL)
bool QFxSquish::isIdentity() const
{
return false;
}
QMatrix4x4 QFxSquish::transform() const
{
QPolygonF poly;
poly << p << QPointF(p.x() + s.width(), p.y()) << QPointF(p.x() + s.width(), p.y() + s.height()) << QPointF(p.x(), p.y() + s.height());
QPolygonF poly2;
poly2 << p1 << p2 << p4 << p3;
QTransform t;
QMatrix4x4 rv;
if (QTransform::quadToQuad(poly, poly2, t))
rv = QMatrix4x4(t);
return rv;
}
#endif
QT_END_NAMESPACE
|